SamplerState PlanarSampler
{
	Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
       
};

float4 VShader(float4 position : POSITION) : SV_POSITION
{
	return position;
}

float4 PShader(float4 position : SV_POSITION) : SV_Target
{
	return float4(1.0f, 1.0f, 0.0f, 1.0f);
}


technique11 Triangle
{
	pass oneandonly
	{
		SetGeometryShader( 0 );
		SetVertexShader( CompileShader( vs_4_0, VShader() ) );
		SetPixelShader( CompileShader( ps_4_0, PShader() ) );
	}
}












struct VS2_IN {
    float3 Position	: POSITION;
	float4 UV		: TEXCOORD0;
};

struct PS2_IN {
    float4 HPosition	: SV_POSITION;
    float2 UV		: TEXCOORD0;
    float3 LightVec	: TEXCOORD1;
    float3 WorldNormal	: TEXCOORD2;
};

struct PS_IN {
    float4 HPosition	: SV_POSITION;
    float2 UV		: TEXCOORD0;
    float3 LightVec	: TEXCOORD1;
    float3 WorldNormal	: TEXCOORD2;
    float3 WorldTangent	: TEXCOORD3;
    float3 WorldBinormal : TEXCOORD4;
    float3 WorldView	: TEXCOORD5;
};


PS_IN VS2(VS2_IN IN) {
    PS_IN OUT = (PS_IN)0;

    return OUT;
}




float4 PS2(PS2_IN IN) :SV_TARGET {
 
    return float4(0,0,0,0);
}


technique11 SimpleLight
{
    pass p0 {
        SetVertexShader( CompileShader( vs_4_0, VS2() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, PS2() ) );         		
    }
	
}